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SERENITY II aka ETERNITY (v1.1)

   (45 reviews)
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About This File

This set of 8 levels has been made with the word quality in mind. It's Mind here, not Muscles! We have tried to find a good mixture of action, architecture and adrenaline. Some of the levels may be a breeze, others may be a real pain in the *ss. But remember one thing: YOU DON'T HAVE TO USE THE CHEATS!!! There are a few very though places, but they can be done. When it seems you can't get around them without using the cheats, you may be doing it the wrong way and/or you may have missed one or more (valuable!) hidden rooms (which contain power-ups, weapons and/or ammo). Hidden rooms, as said before, can always be recognized in some way (different texture, different light-level, etc.).


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Zach6627

  

A really fantastic set of levels for this era of doom mapping. The midis are super fun! The levels themselves are mostly good, and a definite improvement on Serenity 1. There are some genuinely good ambushes in some of these levels too. While by modern standards this is a walk in the park, these ambushed prob would have been a good challenge back in 94.

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Bitofu

  

A huge improvement over the first part. The maps are fun, filled with interesting encounters and a diverse enemy variety. The architecture is simple but efficient. I particularly like how a couple of the maps make you circle around back to the starting area. The music is fun and cheesy, although a couple tracks failed to loop on my end. Overall, the difficulty is balanced, except for map 2, which stands out thanks to a very nasty trap.

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Argenteo

  

A lot better sights and tougher than S1, with another pack of cute midis. 

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P41R47

  

Serious improvement from Serenity.


Eternity doesn't play easy on you at all. From the get go we have really amazing architectures to look at and some nasty enemy traps. The map design also has a great improvement on layout as there are a lot of interesting things to look, sector trickery and a lot more of height variations than on the previous episode.
Most maps has a lot of monsters closet and quite a good amount of demons to kill, so the fun and the challenge is assured. 

 

The music plays a nice role in here, as it adds to the atmosphere quite a lot, specially the Vangellis Theme from Bladerunner.
Also, Moanin' is one of my favourite jazz songs ever, so this mapset was really nice to play.

Even when it comes kinda as cheesy and silly, it feels really cool.

Great visuals and great encounters.

For real, these two authors really knew what they were doing by now, and they showed it!
Next episode surely will be beven better :)


Thanks to both, Bjorn Hermans and Holger Nathrath, as this plays amazing for sure.

 

...Now, to the Infinity...

...and Beyond!

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Stale Meat

  

Eternity is a great example of a sequel that is better in virtually all regards to its predecessor. The maps are more polished and detailed. Their layouts are also more refined, with interesting level themes and architecture that keep each map unique and memorable. Most importantly, the difficulty is harder with more enemies and deadlier traps.

 

This rise in difficulty is most noticeable in the first few levels. Similar to the beginning levels of Thy Flesh Consumed, you will need to take great care of an abundance of enemies with dwindling supplies. While it does ease off later on, difficulty all around is still a decent bit higher than Serenity, so if you had any trouble playing Serenity you may want to tone down the difficulty level. You can get most of your arsenal earlier on compared to Serenity, so long as you pay attention for secrets. Keeping your eyes open and paying attention to your surroundings is also more important than ever for Eternity, and not just for fighting the enemies and avoiding the map hazards. Several otherwise inconspicuous lifts will be denoted by the presence of white bars along the wall. Sometimes this leads to secrets, other times it is the way forward. Several times you may also be put into fights where you have to deal with both monsters and the map working against you simultaneously. You will have to act fast and choose your targets wisely if you want to make it out of each fight alive.

 

There isn't much more to say about Eternity that hasn't already been said about Serenity. It took a bit longer to beat and it is certainly harder, but the levels are still simple but pleasant to look at and have an intense and clever gameplay focus. If you liked Serenity you are almost definitely going to love Eternity.

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Tristan

  

The sequel to Serenity, and a better WAD all round. By this point the authors were obviously more experienced mappers and it shows in both visuals and gameplay, with both these aspects being of generally better quality than even Serenity's better maps.

 

Overall, this is more challenging than Serenity, but once again the difficulty progression is a bit backward, with E2M2 reaching borderline bullshit territory with its scarcity of ammo, health and forced damaging floor runs, making the map more frustrating than anything else. After this the difficulty drops off, and although it does start to climb slightly over the remainder of the WAD, I feel that this is the same as Serenity in that the hardest maps were at the start.

 

They still haven't got the hang of secrets either, and there's a couple of instances of the infamous E4M3 earrape - as well as mandatory secrets but there were less of those here than in Serenity, and mostly easy to find. The worst offender for me was when I spent a good 10 minutes searching for the blue key in E2M3 - only to find out it was in an unmarked secret behind an inconspicuous looking marble face.

 

As a result I think my least favourite maps here were E2M2 and 3. This had me worried about the remaining levels, but they turned out to be pretty good. Particularly liked 5 and 7.

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NuMetalManiak

  
old skool stuff.

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Guest

  
Great Wads. I'm use Wad of ultimatesd3mod.wad + patch v4.9. Monsters arms and artefacts in doom 3

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Guest

Unknown date

  
Pure brilliance and so much genius. 5/5 easily.

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Unknown date

  
4/5 - Composition is better than Serenity though I think ditching the gimmicks robs the set of some of its predecessor's charm. I recommend you don't pistol start these maps unless you're a masochist. As already mentioned, beware E2M2. -KMX E XII

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Unknown date

  
Better than it's prequel, this gets 5 stars for something from 1994. teutic and aliens are probably the only 1994 episodes that compete with this.

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Unknown date

  
Above review states it fairly well. It's still fun today, and it doesn't look "ugly", even if architecture is really basic for today. For me an instant 5/5, it's such a classic :)

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Unknown date

  
Kicks the shit out of modern wads.

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Unknown date

  
Unlike Serenity, I can't really pick weak links here. Not even close to what you'd expect today but all eight levels are done quite competently. Recommended.

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Unknown date

  
This is kinda dated nowadays but it was one of
the very best early Doom wads, so you should
probably still try it out.

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Unknown date

  
Again what I wrote about serenity. Massive gameplay, great ideas, funny design, also love the letter sectors and the graphics at the end level. 5/5 - Optimus

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Unknown date

  
Just repeat what the person above me said.

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Unknown date

  
This was the second of three early episode replacements (the third was Infinity, id=2016). Like the others it's humdrum by modern standards, but exceptional for 1994, with - gasp - lighting effects, progression, architecture, good-looking textures etc. The gameplay is still generally solid, but e.g. E2M2 has an awful maze in it, and the authors had a fondness for barrels and lost souls that seems pathological. Good stuff tho'

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Unknown date

  
It's a bit better than the first. Definitely more polished with better architecture, faked light sourcing, and some traps. The showdown is way too easy, though. The music is abyssmal, taken mostly from poorly done midis ripped off from movie soundtracks. And for some God-forsaken reason they threw in some lounge music. I don't wish to listen to lounge music while I'm killing demons, thanks. Skip the music and you might have fun. 3.5/5 --LBG

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Unknown date

  
Eternity is a much better episode than its prequel, with detailed, fun maps (for 1994) as opposed to the boring, endless levels of Serenity. While it hasn't aged well, and it's not the best add-on of its time, it's still very fun to play. The only flaw is that the wad could've used more playtesting, especially on E2M2. Also, don't bother with the additional music wad, it sucks. 3.5/5

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Unknown date

  
Perhaps the best of the Serenity series... Design tends to be repetitive, making me think the author (Holger Nathrath) was simply drawing out the maps without much planning. E2M3, E2M4, E2M5, E2M6 -- all great. Don't be stopped by frustrating E2M2 (you'll probably have to cheat.) Even most of the music is good. Too bad E2M8 is more letdown than the other showdowns. Over all, 4/5 -- Ebon.

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Unknown date

  
Good!! Download now!!

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Unknown date

  
Fun and challenging. Plus I like the "lounge music". That poor guy who complains about it in another review needs to work on developing a sense of irony. :-)

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Unknown date

  
Definitely an improvement over Eternity and one of the best wads of 1994. Absolutely blows other wads of the era out of the water. The architecture is starting to become a little more interesting, and the gameplay a little more balanced. Still, those damn lost souls... 5/5

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  • File Reviews

    • By el macho gaming · Posted
      I like the the sprites and the mechanics of the gun is cool just as advertised Can I use some of the sprites for my wad?
    • By Dari · Posted
      An ancient wad, featured in the wad compilation NEWDOOM.WAD. Like most wads of the time, stepping into the wrong room will get your shit rocked (don't go in a straight line from the beginning!). Otherwise, it was a decently fun level, visuals are acceptable for the time, layout's alright.
    • By AdministrationCenter21 · Posted
      I love the lil' pills, but I'm just too used to the red crosses to utilize this, honestly.
    • By Majin · Posted
      very creative and concise. 
    • By ETTiNGRiNDER · Posted
      This one is all over the place with several disparate "chapters" to how it progresses linked vaguely by themes of texture choice, and it's mostly not good; at times I felt like the author was trying to make the most infuriating level possible.  One of the biggest issues is the seeming obsession with timed door scenarios, where you trigger a switch, then have to run somewhere else to get through a door before it closes again.  These are placed over and over again across the map, and the first couple, before you work out that they're the main gimmick of the map, are pretty cryptic in trying to figure out what the switches do.  From then on it's kind of "oh, it's THIS again, couldn't it be something different?"  As the fighter, none of them were bad enough to force speedrun tactics, but they were tight enough to be annoying and would probably be even more so as one of the slower classes.   In the beginning, you're in sort of a dark labyrinth of waterways and caves, and it's a bit difficult to navigate where you're going in the darkness; there's a torch that you might want to burn early, but there are later parts of the map where it would also be useful so there's a tradeoff in saving it or not.  This part of the map is also pretty brutal when it comes to count and nastiness of monsters vs. the available resources, tending to result in the hard beginning, easier later type of issue though it never quite gets generous enough to be super easy.   Breaking past the start you come across the dam proper, which is huge, and has some fiddly jumping and ledge hugging (along with the timed door gimmick, which here can potentially kill you if you don't get through certain tunnels before the polyobject comes back and crushes you).  There's a section that's like Doom 2's Chasm, with the addition of having to jump between the platforms and dying to fall damage if you miss, but at least this part isn't on a timer.  A few switches are retriggerable and can block your progression if you hit them more times than needed.  At least one of the essential timed actions is rather hard to figure out, too.   In the second half of the map, after completing the dam, you get the Wings of Wrath and can fly around some big spaces battling a big mass of creatures, which might be the most fun part of the map, but it's not enough to really redeem it and soon enough you're on to some dark, confined catacombs where the timed door gimmick comes back in force.   Finally you break free into some larger and better lit arenas where you fight a couple of class bosses and their minions.  After that you get a message that you won the map, but that you can still explore if you want to; at this point you have wings and a loopback is open, so I did so, found and killed a couple of optional sort-of-hidden bosses (with not much reward for doing so beyond beating them for its own sake), but ultimately couldn't find the last four monsters.  So I issued the console "kill monsters" command to see if any final scripted thing would happen if you wiped everything, but nothing apparent did; the "you win" script line is all the ending you get, with no formal exit.   There are also some missing texture errors; they reference flats from the Hexen beta version so if you load a texture pack that includes them, it'll fix the issue, but it's puzzling why they weren't included with the WAD.  There's some other weird texturing that almost feels like some walls were missed in the process of changing texture choices, and the way the ZDoom skybox feature was used is a bit weird and ugly.   I've seen worse by a lot but I would not recommend this one.
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